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Class TraitsRole: Defender. You are tough and have spells that allow you to keep enemies where you want them.Power Source: Arcane. You use forbidden magic combined with martial ability to defeat enemies in combat.Key Abilities: Strength, Constitution, Intelligence

Death knights, not to be confused with undead of the same name, are magical warriors trained in forbidden arcane arts. Death knights fight in the front lines using spells over life and death to harm and hinder enemies and protect allies. Death knights fight for honor, knowledge, or just for the thrill of battle.

Regardless of the spells you know and the weapons you employ, your goals define your enemies and your allies. You can be a noble arcane knight who protects the meek and slays evil, or you could be a cursed hero who fights to redeem his evil past.

You know that eventually everyone dies, but what will you do during your time alive?

Creating a Death Knight
You can choose any death knight spells that you fancy for your character, but death knights fall into one of two categories: the defender death knight and the warrior death knight. Death knights need either Strength, Constitution or Intelligence based on what runes your chosen spells use.

Defender Death Knight
You use the more defensive death knight build. You may or may not use a shield but your spells are going to be defensive in origin, mostly affecting you or your allies. You should either specialize in Blood Runes or Death Runes. If you specialize in Blood Runes you are going to need a high Constitution, while if you specialize in Death Runes you are going to need a good Intelligence score.Suggested Feat: Toughness (Human feat: Human Perseverance)Suggested Skills: Arcana, Athletics, Diplomacy, EnduranceSuggested At-Will Powers:bolstering blood, touch of deathSuggested Encounter Power: blood stepSuggested Daily Power:vampiric gaze

Warrior Death Knight
You use the more offensive death build. You are going to want a nice two-handed weapon, such as a great sword or maul. You are likely to be using spells that damage or hinder enemies. You should specialize in either Cold Runes or Death Runes. If you specialize in Cold Runes you should make Strength your highest score, and if you specialize in Death Runes you are going to want a high Intelligence score.Suggested Feat: Power Attack (Human feat: Action Surge)Suggested Skills: Arcana, Athletics, Endurance, IntimidateSuggested At-Will Powers: chill, necrotic bladeSuggested Encounter Power: rain of iceSuggested Daily Power:freezing the lifeblood

Death Knight Class Features
All death knights share these class features.

Death’s Challenge
The challenge of a death knight is also a challenge from death itself. You can use the death’s challenge power to mark foes.

Inscribed Weapon
You can inscribe magical runes into a single two-handed melee weapon of your choice, allowing you to use it as an implement for death knight and death knight paragon path spells when you wield it. You can change your inscribed weapon after an extended rest.

Rune Specialization
You inscribe runes into your weapon based on your selection of spells. There are three different runes usually used by death knight spells: Blood, Cold, and Death. You must choose to specialize in a single type of rune. Your selection determines one of your at-will spells, allows you to cast spells that use that rune with greater effect, and gives you a special boon whenever you drop a foe.Blood: You know the bolstering blood spell as one of your at-will spells. When you kill an enemy that you have marked, you gain temporary hit points equal to your level. Spells that use Blood runes require the caster to have a healthy body.Cold: You know the chill spell. When you kill an enemy that you have marked, one enemy within 5 squares is slowed until the start of your next turn. Spells that use Cold runes require the caster to be strong enough to shape ice.Death: You know the touch of death spell. When you kill an enemy that you have marked, you gain a +2 bonus to AC. Spells that use Death runes require the caster to be studied in the secrets of life and death.

OverviewCharacteristics: You are very tough; you have a lot of hit points, but usually do not use shields. You can fight in close combat, and you also have a few ranged spells. You have spells that weaken enemies and strengthen allies. You also have a few abilities that control the battlefield.Religion: Death knights favor martial and magic deities, but usually death knights pledge themselves to the Raven Queen. Evil and unaligned death knights pay homage to Orcus and Bane.Races: Death knights come from all races, but are usually humans, dwarves and tieflings.

Death Knight Powers
Your powers are necromantic spells that hold control over life, death, and the icy chill of death.

Class Features
Death Knights have one class feature that acts like a power, death’s challenge, presented below:

Death’s Challenge; Death Knight FeatureYou challenge a nearby enemy to combat, draining it should it not fight.At-Will ✦ Arcane, NecroticMinor Action; Close burst 5Target: One creature in burstEffect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a -2 penalty to attack rolls for any attack that does not include you as a target. Also, the target takes a penalty to AC equal to half your Intelligence modifier until the start of its next turn the first time it makes an attack that does not include you as a target before the start of your next turn. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can not use death’s challenge on your next turn. You can use death’s challenge once per turn.

Cleaving Blow; Death Knight Attack 1You cleave an enemy into two pieces and step into the place he used to occupy.Encounter ✦ Arcane, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Strength vs. ACHit: 2[W] + Strength modifier + Constitution modifier damage and if you reduce the creature to 0 or less hit points you can shift into his square.

Rain of Ice; Death Knight Attack 1You raise your weapon into the air and rain large shards of ice down upon your enemies.Encounter ✦ Arcane, Cold, ImplementStandard Action; Area burst 1 within 10 squaresTarget: Each creature in burstAttack: Strength vs. ReflexHit: 1d8 + Strength modifier damage and the targets are slowed until the start of your next turn.Cold Specialization: Increase burst radius to 2.

Death Wave; Death Knight Attack 1You stab the ground sending waves of necrotic energy in front of you.Daily ✦ Arcane, Implement, NecroticStandard Action; Close blast 4Target: Each creature in blastAttack: Intelligence vs. ReflexHit: 2d12 + Intelligence modifier necrotic damage and the targets are weakened (save ends).Miss: Half damage and the targets are weakened until the start of your next turn.Death Specialization: The targets take a -2 penalty to AC.

Freezing the Lifeblood; Death Knight Attack 1You point your weapon at your opponent and freeze his blood.Daily ✦ Arcane, Cold, ImplementStandard Action; Ranged 5Target: One creatureAttack: Strength vs. FortitudeHit: 3d8 + Strength modifier cold damage and the target is immobilized (save ends).Miss: Half damage and the target is immobilized until the start of your next turn.Cold Specialization: The target takes 5 points of cold damage every time it fails its saving throw against this effect.

Bloody Shield; Death Knight Utility 2You throw up a shield of blood in front of you.Encounter ✦ ArcaneImmediate Interrupt; Ranged 5Trigger: You are attackedEffect: You have a +4 power bonus to AC against the attack.

Exploit Corpse; Death Knight Utility 2You exploit the remaining life energy in a corpse to invigorate your self.Encounter ✦ Arcane, HealingStandard Action; Ranged 5Target: One dead creature within rangeEffect: The dead creature’s body is destroyed and you can spend a healing surge.

Fear of Death; Death Knight Utility 2You can more easily invoke fear into your enemies.Daily ✦ ArcaneMinor Action; PersonalEffect: You have a +4 power bonus to Intimidate until the end of the encounter.

Friend of Death; Death Knight Utility 2You can negotiate with death to not take you.Daily ✦ ArcaneMinor Action; PersonalEffect: You gain 5 + your Intelligence modifier temporary hit points.

Burning Blood; Death Knight Attack 3You point your weapon at an enemy, who then cries out in pain and runs in a random direction.Encounter ✦ Arcane, Fire, Implement, NecroticStandard Action; Ranged 10Target: One creatureAttack: Constitution vs. FortitudeHit: 2d8 + Constitution necrotic and fire damage.Blood Specialization: You can shift the target 3 squares if you hit.

Desecrate; Death Knight Attack 3You make the ground under your feet unholy, damning your enemies.Encounter ✦ Arcane, Necrotic, ZoneStandard Action; Close burst 3Effect: The burst creates a zone that lasts until the end of your next turn. Living enemies that start in the zone take your Intelligence modifier necrotic damage at the start of its turn.Sustain Minor: The zone lasts another turn.Death Specialization: Make range close burst 5.

Freezing Blow; Death Knight Attack 3Your weapon radiates an icy aura that freezes enemies in place.Encounter ✦ Arcane, Cold, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Strength vs. ACHit: 1[W] + Strength modifier cold damage and the target is immobilized until the start of your next turn.Cold Specialization: The target is stunned until the start of your next turn if you hit.

Army of the Dead; Death Knight Attack 5You raise your hand up, mutter a spell, and the dead reach out of their graves and grasp your foes.Daily ✦ Arcane, Implement, Necrotic, ZoneStandard Action; Area burst 2 within 10 squaresTarget: Each enemy in burstAttack: Intelligence vs. ReflexHit: 1d8 + Intelligence modifier necrotic damage.Effect: The spell creates a zone in the effected area that lasts until the end of your next turn. Enemies treat the zone as difficult terrain and take 1d4 points of necrotic damage if they end their turn in the zone.Sustain Minor: The zone lasts another turn.Death Specialization: Add your Intelligence modifier to the damage dealt to creatures that end their turn in the zone.

Grasp of Winter; Death Knight Attack 5You call upon the essence of winter to freeze your foes in ice.Daily ✦ Arcane, Cold, ImplementStandard Action; Area burst 1 within 10 squaresTarget: Each creature in burstAttack: Strength vs. FortitudeHit: 2d8 + Strength modifier cold damage and the target is immobilized (save ends).Miss: Half damage and the target is immobilized until the start of your turn.Cold Specialization: The target is stunned instead of slowed.

Pact With Death; Death Knight Utility 6You make a pact with death to allow your ally to live on.Daily ✦ Arcane, HealingStandard Action; Melee touchTarget: One dying ally within rangeEffect: The target can spend a healing surge.

Sight of the Dead; Death Knight Utility 6You summon ghostly allies that stay near you that share their sight with you.Daily ✦ Arcane, StanceMinor Action; PersonalHit: You gain Darkvision.

Tenacity of Death; Death Knight Utility 6You have seen death first hand; nothing can test your fortitude or will more.Daily ✦ ArcaneMinor Action; PersonalEffect: Until the end of the encounter your gain a +3 power bonus to Fortitude or Will. The bonus is chosen when you use this power.

Dirge to Death; Death Knight Attack 7You sing a song that inspires fear into your foes and causes them to panic and attack wildly.Encounter ✦ Arcane, Fear, ImplementStandard Action; Close burst 5Target: Each enemy in burstAttack: Intelligence vs. WillHit: 2d4 + Intelligence modifier damage, and the target has a -2 penalty to attack rolls until the start of your next turn.

Fountain of Blood; Death Knight Attack 7You stab your weapon into the ground and cause a fountain of blood to spray up and cause enemies to panic.Encounter ✦ Arcane, Fear, Implement, NecroticStandard Action; Close burst 3Target: Each enemy in burstAttack: Constitution vs. WillHit: 2d6 + Constitution necrotic damage.Effect: Creatures affected by this power take a -2 penalty to attack rolls until the start of your turn.Blood Specialization: Make the penalty to attack rolls equal to your Constitution modifier + 1.

Frozen Blade; Death Knight Attack 7Your blade freezes over and the ice passes on to your enemy.Encounter ✦ Arcane, Cold, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Strength vs. ACHit: 2[W] + Strength modifier cold damage and the target is slowed until the start of your next turn.Cold Specialization: The target is immobilized instead of slowed.

Rotting Eyes; Death Knight Attack 7You point at an enemy and cause his eyes to rot.Encounter ✦ Arcane, Implement, NecroticStandard Action; Ranged 10Target: One creatureAttack: Intelligence vs. FortitudeHit: 1d12 + Intelligence modifier damage and the target takes a -4 penalty to attack rolls until the start of your next turn.Death Specialization: The target is blinded until the start of your next turn if you hit.

Shielding Blood; Death Knight Attack 7You cut an enemy and move his blood to cover an ally.Encounter ✦ Arcane, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 1[W] + Strength modifier damage and you or an ally within 5 squares gains a +2 bonus to AC until the start of your next turn.Blood Specialization: Increase the AC bonus by your Constitution modifier.

Animate Dead; Death Knight Attack 9You raise a fallen creature as a ghoul that is under your control, but still remembers its past life.Daily ✦ Arcane, Conjuration, ImplementStandard Action; Melee touchSpecial: You have to spend a healing surge, but you do not regain hit points, to use this power.Effect: You conjure a Medium ghoul in an adjacent square with a dead creature in the square. You can move the ghoul 7 squares as a minor action and can use a move action to make it attack an adjacent creature (although you cannot make it attack twice in one turn). The ghoul lasts until the end of your next turn. The Ghoul’s statistics are shown below; when it says Intelligence it uses your Intelligence modifier. The Ghoul cannot be healed. You add your implement’s properties to the ghoul.
Sustain Minor: The ghoul lasts another turn. You can sustain this ability until the end of the encounter.Ghoul’s Hit Points: 30 + 6 per level.Ghoul’s Attack: Intelligence + 2 + half level vs. ACGhoul’s Hit: 1d8 + Intelligence (at 21st level change damage to 2d8 + Intelligence).Ghoul’s Armor Class: 16 + half level (+3 at 11th level, and +3 more at 21st level).Ghoul’s Fortitude: 15 + half level.Ghoul’s Reflex: 16 + half level.Ghoul’s Will: 13 + half level.Death Specialization: If you conjured the ghoul in the same square as an ally’s dead body, the ally can spend the move and minor actions in place of you.

Blood Geyser; Death Knight Attack 9You stab your foe and use magical energy to cause his blood to spray out.Daily ✦ Arcane, Reliable, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 1[W] + Constitution modifier damage and the target takes ongoing 10 + your Constitution modifier damage (save ends).Blood Specialization: While the target suffers from this power you have a +2 power bonus to AC. The target has a -2 penalty to its saving throw against this effect.

Frost Nova; Death Knight Attack 9You point at a foe, which then erupts in an explosion of ice.Daily ✦ Arcane, Cold, ImplementStandard Action; Ranged 10Target: One creatureAttack: Strength vs. FortitudeHit: 2d12 + Strength modifier cold damage and make a secondary attack.Secondary Target: Each creature within 2 squares of the primary target.Secondary Attack: Strength vs. FortitudeHit: 2d8 + Strength modifier cold damage.Effect: Each creature attacked with this power is slowed (save ends).Cold Specialization: Creatures attacked with this power are immobilized (save ends) instead of slowed.

Blood of Our Fathers; Death Knight Utility 10You infuse your allies with the strength of their forefathers.Daily ✦ ArcaneMinor Action; Close burst 10Target: You and each ally in burstEffect: Until the end of the encounter all the targets of this ability has a +2 power bonus to attack rolls and has 10 temporary hit points.

Deathly Frenzy; Death Knight Utility 10You go insane and sacrifice your body and mind for physical strength.Encounter ✦ Arcane, Necrotic, StanceMinor Action; PersonalEffect: You have a +2 power bonus to attack and damage rolls, a -2 penalty to Will, and you take 5 points of necrotic damage at the start of your turn. You can end this stance as a standard action.

Gift to Death; Death Knight Attack 13As you strike down a foe, death allows you to live a little longer.Encounter ✦ Arcane, HealingImmediate Reaction; Ranged 5Trigger: You drop a creature to 0 hit points or less.Effect: You or an ally within range can spend a healing surge.Death Specialization: Add your Intelligence modifier to the hit points regained.

Ice Wave; Death Knight Attack 13You stab the ground and send a freezing wave out in all directions.Encounter ✦ Arcane, Cold, ImplementStandard Action; Close burst 3Target: Each creature in burstAttack: Strength vs. ReflexHit: 2d12 + Strength modifier damage.Cold Specialization: Creatures that are attacked by this ability are slowed until the start of your next turn.

Wall of Zombies; Death Knight Attack 15You raise a horde of the dead to pen in your adversary.Daily ✦ Arcane, Conjuration, NecroticStandard Action; Area wall 10 within 10 squares.Effect: You conjure a solid wall of contiguous squares filled with the undead and make an attack. The wall can be up to 10 squares long and 5 squares high. Any creature that starts its turn adjacent to the wall takes 1d4 + your Constitution modifier necrotic damage. The wall blocks line of sight and movement. No creature can enter a square containing the wall.Special: As a standard action, a creature can attack one square of the wall. Each square has 50 hit points, is immune to necrotic damage, and has vulnerability 10 to radiant damage. A creature that attacks the wall takes 1d4 necrotic damage. If the wall is not destroyed, it becomes a normal pile of bodies in 30 minutes.Blood Specialization: You and your allies can pass through the wall and do not take damage from starting next to the wall.

Wave of the North; Death Knight Attack 15You send forth a blast of necrotic ice.Daily ✦ Arcane, Cold, Implement, NecroticStandard Action; Close blast 5Target: Each enemy in blastAttack: Strength vs. ReflexHit: 3d8 + Strength modifier cold and necrotic damage and the target is slowed (save ends).Miss: Half damage, and the target is slowed until the start of your next turn.Cold Specialization: The target has a -2 penalty to attack rolls while it is slowed by this power.

Wrathful Dead; Death Knight Attack 15You call upon undead spirits to strike those that dare to challenge you.Daily ✦ Arcane, NecroticMinor Action; Close burst 5Target: You and each ally in burstEffect: When a target takes damage from an enemy, the enemy that damaged the target takes 1d6 necrotic damage. This effect lasts until the end of your next turn. An enemy can only be hurt by this ability once per attack.Sustain Minor: The effect lasts another turn. You can sustain this power until the end of the encounter.Death Specialization: Add your Intelligence modifier to the damage dealt.

Blizzard; Death Knight Attack 17You raise your weapon into the air and rain many large shards of ice down upon your enemies.Encounter ✦ Arcane, Cold, ImplementStandard Action; Area burst 2 within 10 squaresTarget: Each creature in burstAttack: Strength vs. ReflexHit: 3d8 + Strength modifier damage and the targets are slowed until the start of your next turn.Cold Specialization: Increase burst radius to 5.

Thickening Strike; Death Knight Attack 17As you strike your foe your blood thickens and slows down, stopping wounds from bleeding.Encounter ✦ Arcane, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 2[W] + Constitution modifier damage, and you gain a power bonus to AC equal to your Constitution modifier until the start of your next turn.Blood Specialization: You gain resist 10 all damage until the start of your next turn if you hit.

Wave of Terror; Death Knight Attack 17You stab your sword into the ground and a wave of pure terror erupts from the ground.Encounter ✦ Arcane, Fear, Implement, NecroticStandard Action; Close blast 5Target: One creatureAttack: Intelligence vs. WillHit: 3d6 + Intelligence modifier necrotic damage and the target has a -2 penalty to attack rolls.Death Specialization: If you hit, the target is weakened until the start of your next turn.

Forbidden Nightmares; Death Knight Attack 19You put your opponent into a deep sleep and show him images that were never meant to be shown.Daily ✦ Arcane, Implement, Physic, SleepStandard Action; Ranged 20Target: One creatureAttack: Intelligence vs. WillHit: 3d8 + Intelligence modifier save damage and the target is unconscious and has ongoing 10 physic damage (save ends both).Miss: Half damage and the target is slowed (save ends)

Frozen Foe; Death Knight Attack 19You point your weapon at your opponent and freeze his body.Daily ✦ Arcane, Cold, ImplementStandard Action; Ranged 5Target: One creatureAttack: Strength vs. FortitudeHit: 4d8 + Strength modifier cold damage and the target is stunned (save ends).Miss: Half damage and the target is immobilized until the start of your next turn.Cold Specialization: The target takes 10 points of cold damage every time it fails its saving throw against this effect.

Life-Draining Strike; Death Knight Attack 19You strike and drain your opponent’s life out of him.Daily ✦ Arcane, WeaponStandard Action; Melee weaponSpecial: You have to spend a healing surge, but you do not regain hit points, to use this power.Target: One creatureAttack: Constitution vs. ACHit: 2[W] + Constitution modifier damage.Miss: Half damage.Effect: You regain hit points equal half of the damage you do.Blood Specialization: You deal 3[W] + Constitution modifier damage instead.

Summon Flesh Golem; Death Knight Attack 19You raise your hand into the air and call forth a mass of flesh and bone to rise from the ground and fight for you.Daily ✦ Arcane, Conjuration, ImplementStandard Action; Ranged 5Special: You have to spend two healing surges, but you do not regain hit points, to use this power.Effect: You conjure a Large flesh golem within range and make an attack. Your flesh golem can flank and counts as you for maintaining death’s challenge. You can move the flesh golem 6 squares as a minor action and can use a move action to make it attack (although you cannot make it attack twice in one turn). The flesh golem lasts until the end of your next turn. The flesh golem’s statistics are shown below; when it says Intelligence it uses your Intelligence modifier. The flesh golem cannot be healed. You add your implement’s properties to the flesh golem.Flesh Golem’s Hit Points: 45 + 6 per level.Flesh Golem’s Attack: Intelligence + 2 + half level vs. ACFlesh Golem’s Hit: 4d8 + Intelligence.Flesh Golem’s Armor Class: 28 + half level.Ghoul’s Fortitude: 20 + half level.Ghoul’s Reflex: 15 + half level.Ghoul’s Will: 19 + half level.Sustain Minor: The flesh golem lasts another turn.Death Specialization: The flesh golem has resist 15 all damage.

Pact with the Queen; Death Knight Utility 22You make a pact with the Raven Queen to revive an ally.Daily ✦ Arcane, HealingStandard Action; Range 5Target: One creatureEffect: If the target has died since the end of your last turn, then it returns to life at 0 hit points and you take damage equal to half of your maximum hit points. You cannot avoid or reduce this damage in any way.

Take it Upon Thyself; Death Knight Utility 22You take your allies’ curses upon yourself in place of them.Daily ✦ ArcaneMinor Action; Close burst 5Target: Each Ally in BurstEffect: You can remove any save ends effects from the target and apply it to yourself.

Chains of the Dead; Death Knight Attack 23You summon up chains surrounded with a necrotic aura to immobilize foes.Encounter ✦ Arcane, Implement, NecroticStandard Action; Area burst 2 within 10 squaresTarget: Each enemy in burstAttack: Intelligence vs. ReflexHit: 4d6 + Intelligence modifier necrotic damage and the target is immobilized until the start of your next turn.

Frost Impact; Death Knight Attack 23You stab the ground and send a wave of ice away from yourself.Encounter ✦ Arcane, Cold, ImplementStandard Action; Close burst 3Target: Each creature in burstAttack: Strength vs. ReflexHit: 3d10 + Strength cold modifier damage.Cold Specialization: If the attack hits, the target is slowed until the start of your next turn.

Grip of the Dead; Death Knight Attack 23You grab a nearby foe and root him in place.Encounter ✦ Arcane, Necrotic, ImplementStandard Action; Melee touchTarget: One creatureAttack: Intelligence vs. ReflexHit: 3d8 + Intelligence modifier damage and the target is immobilized until the start of your next turn.Death Specialization: The target is stunned instead of immobilized.

Blood Oath; Death Knight Attack 25You swear to kill your enemies.Daily ✦ Arcane, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Constitution + 2 vs. ACHit: 6[W] + Constitution modifier damage.Miss: Half damage.Blood Specialization: If you hit you mark all enemies that you can see, if you miss you mark the target. Creatures marked by this ability stay marked until they are marked by another creature or you fail to engage them.

Life Draining Strike; Death Knight Attack 25You drain an opponent’s life force out of him and into yourself.Daily ✦ Arcane, Healing, Necrotic, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Intelligence vs. ReflexHit: 5[W] + Intelligence modifier damage and you can spend a healing surge.Miss: Half damage and you can spend a healing surge.Death Specialization: If the attack hits the target cannot make any attacks except basic attacks until the start of your next turn.

Strike of the Reaper; Death Knight Attack 25You slash with a decapitating blow and saps the strength from your foe.Daily ✦ Arcane, Necrotic, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Strength vs. ACHit: 4[W] + Strength modifier damage and your target is weakened (save ends).Miss: Half damage and your target is weakened until the start of your next turn.Effect: For this attack you score a critical hit on a 18-20.

Bonded Blood; Death Knight Attack 27You strike a foe and make it so that he can only attack you.Encounter ✦ Arcane, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 3[W] + Constitution modifier damage and the target is marked until the start of your next turn and can only gain line of effect until you.Blood Specialization: The target is marked until the start of your next turn even if you miss.

Shield of the Forbidden One; Death Knight Attack 27You conjure an unholy shield to defend you.Encounter ✦ Arcane, NecroticImmediate Reaction; PersonalTrigger: An enemy damages you.Effect: Until the end of your next turn you gain a +4 power bonus to AC and deal 15 points of necrotic damage to enemies that harm you.

Winter’s Blade; Death Knight Attack 27You strike with a icy blade that freezes enemies on contact.Encounter ✦ Arcane, Cold, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Strength vs. ACHit: 3[W] + Strength modifier cold damage and the target is stunned until the start of your next turn.Cold Specialization: If the target is stunned by this power it takes an extra 15 points of damage.

Blood Pact of Brothers; Death Knight Attack 29You make a blood pact to protect an ally, but use an opponent’s blood instead of yours.Daily ✦ Arcane, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Constitution vs. ACHit: 5[W] + Constitution modifier damage and you gain resist 10 all damage until the end of the encounter.Miss: Half damage and you gain resist 5 all damage until the end of the encounter.Effect: Pick one ally within 10 squares. Until the end of the encounter the ally takes half damage and you take the damage that the ally did not take because of this effect plus an additional 25 points of damage.Blood Specialization: Lower the additional damage you take to 20.

Frost of the Raven Queen; Death Knight Attack 29You freeze the enemy with an eternal frost.Daily ✦ Arcane, Cold, Implement, NecroticStandard Action; Area burst 5 within 20 squares.Target: One creatureAttack: Strength vs. ReflexHit: 6d10 + Strength modifier cold and necrotic damage and the target is immobilized (save ends).Miss: Half damage and the target is immobilized until the start of your next turn.Cold Specialization: The target is stunned instead of immobilized.

Reaper’s Wave; Death Knight Attack 29You stab your blade into the ground and drain the life out of your enemies with a wave of necrotic energy.Daily ✦ Arcane, Implement, NecroticStandard Action; Close blast 6Target: Each creature in blastAttack: Intelligence vs. ReflexHit: 6d10 + Intelligence modifier necrotic damage and the target is weakened (save ends).Miss: Half damage and the target is weakened until the start of your next turn.Death Specialization: If you hit the target is slowed until the start of your next turn.

Wail of the Banshee; Death Knight Attack 29You release an unholy scream that kills all that hear it.Daily ✦ Arcane, Implement, Necrotic, PhysicStandard Action; Close burst 20Target: Each creature in burst including youAttack: Constitution vs. WillHit: 8d8 + Constitution modifier necrotic and physic damage and the target is stunned until the start of your next turn.Miss: Half damage.

You are willing to trade your soul and bodily health away to enhance your arcane spells. Few death knights embrace this path, as most fear it.

Dark Knight Path FeaturesDark Blade (11th level): Once per turn, when you use a death knight power or dark knight power that deals damage, you can choose to deal 1d6 points of damage to yourself to deal an additional 1d6 points of damage. The damage you do to yourself cannot be reduced in any fashion.Unholy Action (11th level): When you spend an action point to take an extra action, you can deal an additional 15 points of damage and take 5 points of damage that cannot be reduced.Darkness (16th level): When you use your second wind, creatures within 5 squares of you take damage equal to your Constitution modifier.

Dark Wave; Dark Knight Attack 11You turn your life force into a wave of dark energy.Encounter ✦ Arcane, ImplementStandard Action; Close burst 3Target: Each creature in burstAttack: Intelligence vs. ReflexHit: 2d10 + Constitution modifier damage.Special: You can spend a healing surge, but not regain any hit points, to deal an additional 1d10 points of damage and make the range close burst 5.

Soul Bargain; Dark Knight Utility 12You trade away some of your life energy for power.Daily ✦ ArcaneStandard Action; PersonalEffect: You spend a healing surge, but instead of regaining hit points you, regain the use of an already used encounter power.

You use your arcane magic to control flesh and blood. You specialize in defensive spells and supportive abilities.

Hemomancer Path FeaturesBlood Action (11th level): When you spend an action point to take an extra action, allies within 5 squares gain temporary hit points equal to your Constitution modifier.Sheltering Blood (11th level): When an enemy that is marked by you hits an ally, that ally gains a bonus to AC equal to your Constitution modifier.Blessing of Blood (16th level): Instead of gaining temporary hit points from blood specialization, an ally within 5 squares of you can gain the temporary hit points equal to the amount you would have gained.

You have specialized in using cold spells of various kinds to control your foes' movement.

Lord of Frost Path FeaturesIcebreaker (11th level): When you attack a slowed, immobilized, or stunned enemy you deal 10 extra points of damage.Icy Grasp of Death (16th level): You can choose to deal cold damage instead of necrotic damage with death knight powers. This temporarily removes the necrotic keyword and adds the cold keyword.Freezing Action (16th level): When you spend an extra action to take an extra action adjacent enemies are slowed until the start of your next turn.

Circle of Ice; Lord of Frost Attack 11You send a blast of cold air that freezes trapping you and your enemies.Encounter ✦ Arcane, Cold, Conjuration, ImplementStandard Action; Close burst 2Target: Each creature in burstAttack: Strength vs. ReflexHit: 3d6 + Intelligence modifier cold damage.Effect: You conjure a wall in the 16 outer squares of the burst (forming a square enclosure). Creatures cannot pass through the squares occupied by the wall. As a standard action a creature can break a square of the wall. The wall lasts until the end of your next turn.

Icy Aura; Lord of Frost Utility 12You cause the air around you to drop to an extremely low temperature freezing the ground.Daily ✦ Arcane, StanceMove Action; PersonalEffect: The square you occupy and all squares within 2 squares of you are treated as difficult terrain.

Maelstrom of Ice; Lord of Frost Attack 20You conjure a storm of arcane ice that breaks the ground and harms enemies.Daily ✦ Arcane, Cold, ImplementStandard Action; Close burst 5Target: Each enemy in burstAttack: Strength vs. ReflexHit: 3d4 + Strength modifier damage.Miss: Half damage.Effect: The affected squares are treated as difficult terrain until the end of your next turn.

Paladin of the Queen“I am a knight of the Raven Queen.”

Prerequisites: Death knight class, death specialization

You have dedicated yourself to upholding the ideals of the Raven Queen.

Paladin of the Queen Path FeaturesBlessed Armor of the Queen (11th level): You have a +1 bonus to AC and Will while wearing plate armor.The Queen’s Revitalizing Action (11th level): You can spend an action point to regain a death knight encounter power that you have already used, instead of taking an extra action.Vindicator of the Queen (16th level): Your attacks ignore the resistances of undead creatures. Furthermore, you have a +1 bonus to attack rolls against bloodied creatures.

Marking of the Queen; Paladin of the Queen Attack 11You call upon the Raven Queen to smite your foe and mark him for death.Encounter ✦ Arcane, Necrotic, Radiant, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Intelligence vs. ACHit: 1[W] + Intelligence modifier necrotic and radiant damage and if the target is marked by you it is weakened and your allies have a +2 power bonus to attack rolls against the target as long as it is marked by you.

Damnation of the Queen; Paladin of the Queen Utility 12The Raven Queen guides your blade to kill your enemy.Encounter ✦ ArcaneFree Action; PersonalEffect: Reroll an attack roll that missed. Use the result of the second roll even if it is lower than the original roll. If it hits deal additional damage equal to your Intelligence modifier.

The Queen’s Judgment; Paladin of the Queen Attack 20You call upon the Raven Queen to judge an opponent. If she sentences it to die, your enemy will rot a little every time it attacks.Daily ✦ Arcane, Necrotic, ImplementStandard Action; Ranged 5Target: One creatureAttack: Intelligence vs. WillHit: 3d8 + Intelligence modifier necrotic damage. Once per round, whenever the target makes an attack during its turn, it takes 1d12 necrotic damage (save ends).Miss: Half damage. Once per round, whenever the target makes an attack during its turn, it takes 1d6 necrotic damage (save ends).

Necrotic Runes [Death Knight]Prerequisites: Death knight class, death specializationBenefit: You deal 1 more point of damage with powers with the necrotic keyword. At 15th level this bonus increases to +2.

Slick Runes [Death Knight]Prerequisites: Death knight class, cold specializationBenefit: While slowed you have a +1 bonus to speed, this bonus cannot be reduced by the slowed condition.

Initiate of Runes [Multiclass Death Knight]Prerequisites: Intelligence 13Benefit: You gain training in one skill from the death knight’s class skill list.
You gain the use of the inscribed weapon class feature.

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Death Knight – Plague Runes“Some Death Knights just want to kill slowly. We normally do not teach these techniques.” –Ark “Paladin” of the Raven Queen

A new kind of death knight rune spell was found: Plague. Plague rune spells cause your adversaries to suffer and die slow. Only those insane enough to gain knowledge of these runes will use them. Unlike other forms of rune spells, Plague Runes are utterly evil and very few good souls can wield their power.

Rune Specialization
Instead of specializing in Blood, Cold or Death Runes you can specialize in Plague Runes.
You can choose the following option:Plague: You know the blight spell as one of your at-will spells. When you kill an enemy that you have marked, all enemies within 5 squares takes poison damage equal to half your level (minimum 1). This effect cannot kill minions. To wield the true power of Plague Rune Spells you must have gone insane and gained forbidden knowledge from your insanity.Powers

Level 5 Daily SpellsDeath Chills; Death Knight Attack 5You cause your foe to contract the death chills illness, causing his body to rot and his temperature to drop rapidly.Daily ✦ Arcane, Cold, Implement, Necrotic, ReliableStandard Action; Ranged 10Target: One creatureAttack: Wisdom vs. FortitudeHit: The target has ongoing 5 + your Wisdom modifier cold and necrotic damage (save ends).Plague Specialization: You can use blight as a free action if the target dies while affected by this power.

Level 7 Encounter SpellsChain Blight; Death Knight Attack 7You plague one foe and it immediately jumps to another.Encounter ✦ Arcane, Implement, PoisonStandard Action; Ranged 5Target: One creature in range.Attack: Wisdom vs. FortitudeHit: The target suffers the effects of blight and you can make a secondary attack.Secondary Target: One creature within 5 squares of the primary target.Secondary Attack: Wisdom vs. FortitudeHit: The target suffers the effects of blight and you can make a tertiary attack.Tertiary Target: One creature within 5 squares of the secondary target.Tertiary Attack: Wisdom vs. FortitudeHit: The target suffers the effects of blight.Plague Specialization: You gain a +2 bonus to the primary attack roll.Special: You must know blight to pick this power.

Level 9 Daily SpellsSummon Locusts; Death Knight Attack 9You open your mouth and release a horrid swarm of locusts that eat at nearby combatants and give you their life force.Daily ✦ Arcane, Implement, NecroticStandard Action; Close burst 10Target: Each creature in burstAttack: Wisdom vs. ReflexHit: 2d6 + Wisdom modifier necrotic damage.Effect: You can spend a healing surge.Plague Specialization: You can not affect a number of allies equal to half your Wisdom modifier.

Level 15 Daily SpellsCulling the Weak; Death Knight Attack 15You create a plague that kills those that are unfit to live.Daily ✦ Arcane, Implement, Necrotic, ReliableStandard Action; Close burst 20Target: Each creature in burstAttack: Wisdom vs. FortitudeHit: 1 necrotic damage.Plague Specialization: You get a +5 bonus to the attack roll.

Level 17 Encounter SpellsMarking Plague; Death Knight Attack 17You utter an incantation that invokes a plague that marks nearby adversaries as your mortal foes.Encounter ✦ Arcane, Implement, PoisonStandard Action; Close burst 5Target: Each enemy in the burstAttack: Wisdom vs. FortitudeHit: 2d8 + Wisdom modifier poison damage, and the target is marked until the end of your next turn.Plague Specialization: The targets are marked even if you miss.

Level 23 Encounter SpellsWar Cry of Blighting; Death Knight Attack 23You utter a war cry that saps your foes of their vitality.Encounter ✦ Arcane, Implement, Necrotic, PoisonStandard Action; Close burst 10Target: Each creature in burstAttack: Wisdom vs. FortitudeHit: 3d8 + Wisdom modifier necrotic and poison damage, and the target is slowed until the end of your next turn.Plague Specialization: This power does not effect your allies.

Level 25 Daily SpellsDisease of Hunger and Weakness; Death Knight Attack 25You inflict a disease that saps your opponents’ vitality and leaves them forever weak and hungry.Daily ✦ Arcane, Implement, PoisonStandard Action; Close burst 10Target: Each enemy in burstAttack: Wisdom vs. FortitudeHit: 2d6 + Wisdom modifier poison damage and the target is slowed and weakened (save ends both).Miss: Half damage and until the start of your next turn the targets are slowed and weakened.Plague Specialization: If you hit, the target is blinded until the end of your next turn.

Level 27 Encounter SpellsTouch of Blight; Death Knight Attack 27You run a foe through, and then transfer a disease that is inflicting a nearby creature into it.Encounter ✦ Arcane, Poison, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Wisdom vs. ACHit: 3[W] + Wisdom modifier poison damage and you move an effect a save can end from a creature within 3 squares to the target.Plague Specialization: You can move an effect from a creature within 5 squares.

Level 29 Daily SpellsThousand Plagues of the Gods; Death Knight Attack 29You channel all the illnesses and wounds around you into a single target. Wracking him with incredible pain and suffering.Daily ✦ Arcane, ImplementStandard Action; Close burst 15Target: One creature in burstAttack: Wisdom vs. FortitudeHit: You can move all effects that can be ended with a saving throw within the burst to the target. If there is multiple of an effect created by the same power they stack and are treated as two different effects. Your hit points drop to 1.Miss: You can move a single effect that can be ended with a saving throw to the target. If there is multiple of an effect created by the same power they stack and are treated as two different effects. Your hit points drop to 0.Plague Specialization: You can use four healing surges (but not regain hit points) in place of dropping to 1 or 0 hit points.

Paragon PathPlague Spreader“Illness is like a gift, a gift I love to spread.”

There is a secret cult of death knights that have uncovered the dark plague runes. Acolytes of this cult have learned to channel magic to spread illness across the world.

Plague Spreader Path FeaturesPlagued Action (11th level): When you use an action point to use a power that causes an effect that a save can end, your target takes a -2 penalty to its saving throwsPlagued Body (11th level): When you drop to 0 or fewer hit points you deal damage equal to your Wisdom modifier to all creatures within 10 squares.Lingering Infection (16th level): When an enemy within 5 squares of you ends an effect that a saving throw can end, the effect lasts one more turn.

Absorb Blight; Plague Spreader Utility 12You absorb a disease and use it to heal yourself.Daily ✦ Arcane, HealingStandard Action; Melee touchTarget: One ally or yourself within rangeEffect: You can immediately end an effect that a save can end that is effecting the target and you can spend a healing surge.

Transfer Plague; Plague Spreader Attack 20You can channel a disease that is inflicting you into your blade and forcefully transfer it into your foe.Daily ✦ Arcane, Poison, WeaponStandard Action; Melee weaponTarget: One creatureAttack: Wisdom vs. ACHit: 3[W] + Wisdom modifier poison damage and you can move the effect you end to the target (see below).Miss: Half damage.Effect: You can immediately end an effect that a save can end.

FeatsSickening Runes [Death Knight]Prerequisites: Death knight class, plague specializationBenefit: When you score a critical hit on a foe suffering from an effect that a save can end that foe has a -1 penalty to one effect on its next saving throw.

I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.

*Grabs notepad**Scribbles remove flesh minion and add a blood specialization at-will* (Done)*make death's challenge close burst 5* (done)*Change attack stats to Str/Int with Con as a booster* (Using three different attacks was one way I balanced it, whoops)*Post paragon paths* (I'll get around to it...eventually) (Did it a while ago..)*Maybe help Ravinsild with his rogue--I mean ninja* (I guess I did)

You might not like my Ninja, but i liked your Death Knight so much that I stated one up and am about to play it. Unfortunately this was before the changed, but they were minor, I think, and it was only level 1, so I can just erase ranged 5 and put burst on my challenge, etc.

Thanks for making better classes than me (Seriously, I really enjoy this class. If feels like Arthurus from Warcraft: The Frozen Throne, or whatever his name was, and I really like the idea here. Especially the chill magic, since ice magic is my favorite. Good work, and I'm going to take this char to level 30, if I can).

I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.

I agree with rune specialization - I like having an extra oomph to good attacks. THe Ice defender *chill if you will* is extremely good at incapacitating foes, that's mainly what I looked at, it was the build I was mostly interested in.

I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.

I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.

I don't think there should inherently be more powers for one particular specialization, though.

That's fine, but I think it would still be better if, amongst the powers with extra specialization effects, there was a power without one.

At the same time that I agree with specialization, I also agree with at least one power at every level that has nothing to do with a specialization, perhaps focus on the Knight part of Death knight? Maybe take a fighter power every level and reword it?

I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.

I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.

(This is Ravinsild) Unfortunately, as I thought he would, my DM fought me tooth and nail over being a Death Knight saying there is no way a Death Knight could be good or neutral, only evil.

As such, he proposed a stupid compromise, which actually turned into a full blown idea - instead of blood, death and ice, have it be an elemental knight that is Earth, Fire and Ice. It started off as just renaming things and changing a small bit of flavor, but as we developed them they came into a full blown class of thier own. I'm going to borrow your Death Knight for a little bit, but hopefully when I'm done our two works of art will be very distinguishable. Thanks for the inspiration!

1st) Death Knights are spellswords with necromancy and follow the Raven Queen for the most part. In my campain setting Death Knights are mostly (lawful) good Angsty McAngstersons.
2nd) Why is necromancy evil? Clerics do it all the time (Cure X Wounds, Raise Dead).

1st) Death Knights are spellswords with necromancy and follow the Raven Queen for the most part. In my campain setting Death Knights are mostly (lawful) good Angsty McAngstersons.
2nd) Why is necromancy evil? Clerics do it all the time (Cure X Wounds, Raise Dead).

Following his line of thought Death can't be neutral, because if death is neutral and you can make pacts with it, then you can just ask death or the Raven Queen to kill Orcus instead of fight him, or worse yet Orcus could make a deal with death to kill all good things, and by it choosing sides it would either have to become good or evil.

Even if it didn't choose sides simply having a character use such powers like death, blood and cold means that it harnessess things generally viewed as punishment - death is a punishment for going against God in the beginning - if you believe the bible as he does, thus as a punishment, death is bad, because death is not natural, we brought death to ourselves by defying God, therefore if you were to harness death and necromancy, as no necromancer he says, is good you'd have to be evil. The spark of "life" in the undead is generally from the negative plane (old D&D) and Orcus (who is the prince of evil) is ruler of the undead, and as such, anyone who harnessess death is in league with Orcus.

He makes things too complicated and can't just accept it as a good class...

I said it was tested and balanced so far. I think...well I haven't found any uber combos and I haven't done much editting (damn you WoW!).

What do you play in WoW? I'm on the Bloodhoof server with a level 8 Troll Hunter, level 40 Human Mage, level 8 Night Elf Priest, and on the Blood Furnace server I have a level 68 and 1/2 Night Elf Hunter.

Also will you look at the Chaos Reaver class I made in response to my DM's unallowance of the Death Knight? I pretty much left almost all the Ice powers alone, but I changed some of the other stuff kind of drastically in some cases, and in others you did such a good job I just changed the flavor and name, lol.

RoCkEtInToXiCaTe:
1)Lvl 38 Human Ret Paladin and lvl 19 human warrior on Hyjal.
2) Shouldn't it be the elemental reaver?
3) Your DM hates necromancy but is ok with chaos?
4) It looks fine from what I saw.

KrakenChaos: Thanks.

Update: Added Dark Knight and Hemomancer.

I named it the Chaos Reaver because my DM said - "When I think of the elements I think of Chaos and Fury" so we sat and brainstormed a name we came up with - Dread Knight, Elemental Knight, Templar, and I finally said Chaos Reaver based on the words Chaos and Fury and Reaver from Magic: The Gathering creatures honestly.

My DM is weird and thinks and questions too much stuff, so I guess he does hate necromancy but is okay with chaos.

(This is Ravinsild) Unfortunately, as I thought he would, my DM fought me tooth and nail over being a Death Knight saying there is no way a Death Knight could be good or neutral, only evil.

As such, he proposed a stupid compromise, which actually turned into a full blown idea - instead of blood, death and ice, have it be an elemental knight that is Earth, Fire and Ice. It started off as just renaming things and changing a small bit of flavor, but as we developed them they came into a full blown class of thier own. I'm going to borrow your Death Knight for a little bit, but hopefully when I'm done our two works of art will be very distinguishable. Thanks for the inspiration!